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I've noticed all the same things Tatmia.
I had to turn down my difficulty to -1x1 in order to stop getting DE bosses, and I absolutely HATE that black panther mission.
The ambushes are much too fast and the sappers(very difficult for a peacebringer who only specced into form powers) guarantee my death. The ambushes notice me as soon as I reenter from the hospital as well, no matter where on the map they are.
I'm also not fond of how common carnies and their master illusionists are. Those phantasms and decoy phantasms should disappear when the master illusionist goes down, like player pets, but they don't.
I'm just very very glad I haven't had a rescue with a malta ambush after me. That would fail the mission with a sapper sealing my fate. -
I've noticed Praetoria will only run at about 30 fps outdoors, especially with quite a few players around, on my GTX 465 and 8Gb of ram with an i3-530. It runs better in missions, but I really don't want to see any rikti invasion, zombie attack or outdoor raid/GM fight there. I don't even have ultra settings maxed out and my AS and AA are both at only 2x.
Any zombie invasion or mothership raid or rikti invasion, when they get really busy, already brings my fps down in Primal Earth from 60 to about 10 and crashes CoH, not my whole computer thankfully.
I'm not sure why it does or gets that low really when my computer is a beast that should chew up and spit out CoH, especially in the older areas.
The only real problem is in populated areas of Praetoria, especially the center of Nova, where I notice black frames creeping in very noticeably.
I also notice a lot of places where the world goes black and I can see through walls to every npc in the mission map or area.
My drivers are fully up to date with Nvidia.
Also, does CoH support Nvidia's new physX?
My graphics card is physX capable but the Ageia option is grayed out, probably because it's the old version before they were bought out that is supported.
CoH definitely is harder on my system than I expected when I should eb able to run Ultra Mode at full tilt at 60 fps with this computer.
Edit:
I am usually sitting at about 200 ping, but the last few days I'll have times where the game practically freezes as my netgraph says over 3k ping.
I'm not sure what changed with the last few days, but CoH has weird spurts of severe instability during which the rest of my computer runs perfectly fine and my graphics still run well in CoH, even if the lag makes it so powers will never activate to be rendered.
The weirdest part is the lag see to affect the server as much as it rubber-bands my character. I know this because the enemies that are attacking me when this happens don't "super spam" their attacks at me when the lag ends. I still have the same amount of health and don't see a graphical "Benny Hill" thing happen.
It's as if the whole mission map/server froze, not just my internet. -
Are you absolutely sure you computer is set to 1920x1080 resolution?
Your problem sounds like the game is setting its resolution to 1920x1080, but your computer is only displaying 1024x768 of it, which is why it looks so huge and cuts off most of the game screen.
Your game resolution has to match or be lower than the resolution you set at the desktop. -
Quote:My suggestion:My suggestion: Play a resistance powerset and add defense through pool powers and sets. Stacking both defense and resistance increases your survivability much faster than stacking only one.
Play a set like Shield Defense or Super Reflexes with easy to cap positional defense and respectable resistance.
With Shield Defense you can cap positional defense and still have around a respectable 20% resistance to everything but psionic.
With Super Reflexes you can cap positional defense and gain almost 60% resistance as you lose health, just before you run out.
That may sound risky and it is a bit, but even on an arachnos widow it allows you to solo the striking scrapyarders in Sharkhead Isle at the same level as them without even close to capped defense. Widows get the same "health in exchange for resistance".
You add even moderate resistance and/or regen to capped defense and you've got an unstoppable build. -
Quote:Well, you could depending on how you're both slotted, how much luck they have with the RNG, how much fury you're getting, what your connection speeds are and any graphics lag you have, not to mention reaction times.Agreed. I prefer Brutes to Scrappers as well. I'm just not going to allow that fun fool me into thinking I'm out damaging the Scrappers on my team.
:P -
Quote:Well the defenses at the soft-cap obviously make it pretty awesome, but when you do start to lose health it gets finicky.Thanks. Can I ask what your Regen rate is, and if your EM/SR is at soft-capped Def? I don't mind so much about the drawbacks of EM, just trying to get an idea of the survivability.
It has the same "more res as you lose health" as widows do.
Energy Transfer will help you get to those resistance numbers, but it may also carve your tombstone too.
It's powerful having soft-capped defense and sitting at over 50% resistance around 5% health, but you won't be using energy transfer that low and big hits are the thing you have to fear.
I think energy melee should be good, especially with the stuns happening often enough, but I would possibly think about skipping energy transfer and relying on total focus.
Total focus isn't that slow. I deal with the same thing with kinetic melee and concentrated strike with no quick nuke like energy transfer. -
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Quote:That really depends on everything else you have as well.I think if you got to 90% resistance, across the board, you'd have a toon that would get less debt (maybe none ever) than a 45+% def toon.
If you have some resistance and regen behind that defense then you are much better off than the resistance toon who just has regen to fall back on, or a heal.
There is also the damage factor. Survivability depends on how much damage the enemy does per hit and per second and how much you do as well.
I would argue that defensive builds are best to make with resistance included in the build and regen too, but only if you're experienced in playing.
Resistance is just easier to understand and play at first.
Defense is the "hard to master" part of CoH.
Edit:
Of course an ONLY defense character wouldn't afk farm. They probably wouldn't get very far in the game at all. It's just risky and not the most fun.
All defense builds I know of have some resistance and regen to fall back on behind the defense.
Maybe this thread should really be about "defense and resistance versus just resistance".
The answer to that is easily "and". -
Quote:Quit applying an incorrect tone to my words.Your definition of "suck" is significantly different from my own.
I wasn't posting like "those classes are the worst int eh universe". I was posting from the perspective of "I don't have as much fun on them as this other one".
Fun is subjective and I'm just saying that the classes have to start and stay fun for them to hold my interest. Brutes start and stay fun and strong.
Edit:
Yes, fury is consistently buffing my damage 135-150% on my new kinetic melee brutes up to level 32 so far. I never have any trouble keeping it up solo on 0x1 spawns or even -1x1 for times when I just want to blow through tip missions.
Mayeb it's slower at high levels or you're on a team that hogs aggro, locks down enemies so they can't generate fury or has them racing aroudn so much that you can't keep it up, but it works just fine solo when we also don't have any team buffs already maxing us out.
Edit 2:
I'm starting to understand where everyone is when I would like opinions in the other thread about my kinetic/shield brute build ideas.
I really want to make a great kinetic/shield brute. -
Quote:I meant "visually" 75% when I look at the little moving bar that people seem to have forgotten exists.What I showed upthread was fury at 75%. We all know that fury doesn't stay at 75%.
Scrapper criticals are only 5% against minions. Some scrapper attacks, as S_F stated, are always 15%.
135% damage buff as shown by the combat monitor for a brute when that brute has no other global damage buffs on him means that the brute in question is at 67.5% fury.
Brutes ARE faster at soloing in the early levels for the reasons stated in the last few posts. Brutes also get to benefit from ignoring damage enhancement early on thanks to fury which allows them more rec-red, acc and end-red which also speeds up the early leveling.
At the end game, while solo with both the brute and the scrapper fully slotted, the scrapper will be outdamaging the brute on average by a considerable margin.
Did I miss anything?
It stays up there very easily since fury decays a lot slower below 75%(150% buff) now. It decays faster when it is above 75%, but it stays up a lot easier when it drops back below 3/4s of the bar length.
Honestly, I am not inclined to level a scrapper or any character purely for the fully slotted out endgame. At least half the game occurs before that point.
I have to enjoy a character almost the whole way to even bother.
I did enjoy my bs/wp scrapper, but I enjoy brutes more on a wider variety of sets because they start great and end pretty darn good.
At the endgame, everyone is supposed to be amazing even if a bit different than everyone else. It's not solely what I base my character choice on which is why brutes always trump scrappers for my tastes. -
Quote:It's just not easy to feel like you want to continue if the starting experience sucks.My only response is to say that in the long run, that first 30 levels is such a short period that I wouldn't base my choice of AT on it.
My first Scrapper has enough hours played that it averages out to about... 3 hours a day for the last 6 years. 1-30 is a drop in the bucket.
I know not everyone plays that much on each character and I certainly don't even have any others with half that much time, but my point still stands. You'll spend much more time at the levels where things are much better balanced between the two ATs.
It will also suck if you exemplar if that is the case. So, it is best to like a character the whole way through. -
Quote:LOOK!Bold for hilarity. It reminded me of So I Married an Axe Murderer: "Pregnant man gives birth... that's a fact."
Anyway, based on your discussion with Bill about criticals and this, I'm guessing you just don't understand averages. In this case it means you take every second where Fury is relevant, add up what Fury was at that second, and divide by the total number of seconds you are considering. That's really great that sometimes you see your fury at 67.5%. For the AVERAGE to be that high, however, it has to be at 100% as often as it is at 35%.
Play a brute since the issue 18 fury changes at low levels while monitoring your damage buff numbers, or just play around with Mid's.
You can set your fury level in Mid's to up to 200% damage buff, and, in game right now, you can fight one minion and see your fury hit at least 60% full(120% buff) right about when he is about to die or dead. Given 3 minions spawns or a lieutenant and minion normal in missions you will only have higher fury.
It's a fact because it's a fact.
I bet Bill Z will shortly clear your clouded vision if he already hasn't while I was posting this.
Edit:
I also spent quite a bit of time in the low level content, and plan to continue doing so, for all the stories. I still haven't seen even half of them or all the optional twists. If the entire game was as good as Praetoria then I would easily be occupied for years. -
Quote:That's exactly my point.Well, there's also the fact that Fury's effect is HUGE at the lower levels before one can slot to the ED cap.
I'd absolutely agree that before all my attacks are perfectly slotted, Fury makes my underslotted Brute much more damaging than my underslotted Scrapper, same set or not.
And the new Fury is making it easier for my new Brutes to build and keep Fury than before. Lower levels are definitely easier on a Brute.
I just don't want to stick around for 25-30 levels of the character not doing as well as I know another character does.
They may be balanced at the end, but things definitely feel different in the beginning. -
Quote:I just explained that happens at ~112% Fury, IFF there's no Build Up, red inspirations, Against All Odds, etc.
Do you really think Fury is averaging 135%? Are you sure you're monitoring it and not forgetting when you pop reds or use Rage or something? The average is much closer to 75% or 80%.
As stated over and over, Brutes will beat them out, briefly, under occasional circumstances. Over time, if you're doing anything but late game max'd out IO steam rolling farming, the Scrapper will win. Do you REALLY think our developers have so little idea what they're doing that they can't balance two of the only AT's that share the same primary AND secondary the way they want to?
Stalkers are their own argument, of course.
The bar was visually around 75% full when I noticed around 135% damage buff on my attribute monitor with no other buffs active.
A full bar of fury buffs all brute damage by 200%. That's a fact.
So, 135% would actually be 67.5% full fury.
I noticed routinely numbers up int eh 150% damage buff area, but 135% damage buff was practically guaranteed fast even against a single minion. -
More specifically, I monitor my damage buff with the combat attributes monitor. It's nice to see the numbers go up.
Also, if a scrapper and brute are solo there does seem to be a point where the buff from fury exceeds the scrapper base damage and crit.
Of course, maybe the higher base damage enhanced makes up for that. I don't know.
Edit:
I always see my fury generation get up to about 3/4 of the bar while solo, even when I'm only fighting solo enemies in succession, which is shown in my combat attributes window as 135% or more damage buff.
It's not hard with the recent change to fury. It's not even as hard on teams as it used to be.
Edit 2:
Also, my comment about the scrapper base damage only being "slightly higher" is based on looking at the powers they share at character creation with all archetype modifiers already calculated in. The damage for the scrapper version of any shared powers doesn't look that much higher. It's obviously higher, but does not look as high as 150% more.
That is why I don't think crits can beat fury being at a consistent 125%+ buff even in the math.
I have never taken out a calculator and worked it all out though as the feel of fury is enough for me.
My kinetic melee/energy aura brute made it through Praetorian enemy spawns in missions a lot faster than my kinetic melee/willpower scrapper did so fury definitely seems to be a much higher buff than some random crits.
Either that or maybe kinetic melee just isn't critting as much as it should or something. -
Yeah, the numbers prove it's all balanced. I know.
I just never find it fun to ever have a huge discrepancy in performance when I'm being consistent.
Crits are just too rare at 10% and don't really make sense to me.
I just think, "if I can give 200% effort into my attack fairly regularly why am I slacking off the other 90% of the time?".
Brutes just make me feel like, "I'm going to give every last punch everything I have; just drop already you evildoer, you're just making me angry, 'you wouldn't like me when I'm angry'"("The Hulk" movie quote).
Also, bad RNG may happen as often as good RNG on average, but the bad RNG times still suck a lot and can get you killed.
I like to always be at my best, not randomly get better or worse.
I already hate that 5% chance to miss anyway. LOL -
Quote:....unless you get bad rolls with the RNG.Let's see if he's right.
Stupid_Fanboy gave us the damage mods: 1.125 for scrappers, .75 for brutes
T_Immortalus gave us the 75% fury and 10% crit rate
I'll throw in build up for both being slotted with 3 rec-red SOs. 10 up, 46.2 recharge, up time of 28%. Scrapper gets 100% buff, brute gets 80%.
1.125 * (1 + .95 + .28) * 1.1 = 2.76
.75 * (1 + .95 + .224 + 1.5) = 2.76
Damn, Castle is good.
I just know I never wonder "when am I ever going to crit" like I wonder "when am I ever going to hit rather than miss" like I do many times leveling up.
Consistency is just better hands down.
You wouldn't want to take a resistance armor set and find that you only resist 50% of the damage a random 10% of the time would you?
That's why people choose resistance over defense many tiems and why they cap defense as much as possible.
Scrapper may have higher base damage, but fury on brutes just feels stronger and faster. Maybe the numbers balance out perfectly, but I don't see it when I may not get a crit because I have bad luck or kill the enemy in less than 10 hits and never see a crit.
The brute ALWAYS has their damage buff. They don't have to hope that random average crit rate is perfect every time they rush into a mob.
Brutes control their damage while scrappers have to hope and pray tot he RNG gods who have been making them whiff attacks all day. :P
By the way, fury builds whether you or the enemy hit or miss and affects the next, and every, time you hit thereafter. Crits that miss are wasted and don't wait until you hit to buff your damage.
I would say crits happen even less often than 10% on average because you only hit 95% of the time on average. That would mean the true crit rate is more like 9.5%. -
Is this forum dead or are most people just the silent type?
I would like more responses maybe pointing out a problem with my builds or ideas to free up some slots while staying soft-capped and keeping the same powers. -
Quote:I've apparently got the same version of Mid's.I mean no disrespect, just offering my opinion.
Weird, I must be seeing different numbers on yours when I imported it.
I know my ranged defense if off by 1/2 %, but I'm not too worried about it, he'll still be pretty much indestructible in PVE (which is all I care about).
How do you know what you def resistance is? I can't seem to find that in Mids. Do you know how much worse that is than Super Reflexes? I have a BS/SR I take out from time to time to farm with, and I don't think he's ever had his defense lowered.
EDIT: Oh yeah, I don't know what the numbers are exactly, but I know that stealth's defense suppresses when you attack or are attacked, I think half of it?
Make sure it's set to PVE also.
I know half stealth's defense suppresses when discovered, but, in game, it lists it's defense as 1.88% to all twice. I'm assuming, probably correctly, that it is 3.75% while hidden, but 1.88% at all other times.
Mid's apparently only shows 1.88%. Maybe they thought of the suppression and only show the lowest guaranteed value you will get.
I found the debuff resistance numbers in the "view totals" window from the button near the top of Mid's or the "window" menu on the bar at the top where it is called "advanced totals".
I've read a few forum posts saying SR is pretty much capped for defense debuff resistance at 95% in PVP which I would assume makes it around 65% in PVE.
Other than that, I have no idea.
My builds above are both at about 55% defense debuff resistance in PVe and 85% in PVP.
I do expect this to do pretty well, similar to SR. I decided to come up with this character based on a post about Neogumbercules letting his character stand afk for hours surrounded by 16 enemies and he never died.
He didn't have kinetic melee, but I figured if he never touched his attacks and still lived then primary doesn't really matter so long as I get the defenses up high enough.
Edit:
Just tested Stealth in combat on my peacebringer. It definitely starts at 3.75% and suppresses down to the 1.88% Mid's lists.
I guess that means these builds are more than soft-capped by 1.9% until discovered.
Edit 2:
Messed up my edit at first, and I forgot that the full 3.75% is enhanced so these builds are even farther over the soft-cap when unsuppressed.
Edit 3:
For some reason, I really messed up my edits before. This post should now make more sense. -
Quote:They're both soft-capped to all positions, but I may have exported odd so that not all toggles would be active or something.It seems unnecisarily expensive for a non-softcap build.
I believe my build below is cheaper and is softcapped to all positions as a reference.
They both are definitely soft-caped with defense debuff resistance about 55% in PVE.
I'm also banking on using alignment merits for the recipes which only cost 1-2 a-merits each. 2-4 days a recipe per toon I run tip/morality missions on.
Edit:
Your build isn't even soft-capped to ranged, but mine both are.
Edit 2:
I chose Maneuvers and Stealth in both builds because they save me a wasted power choice I would have spent on Boxing in the Fighting pool and end up buffing all defense more than Weave, even if they use a few more enhancement slots. -
Here is a slightly modified version of the same build, skipping Quick Strike in favor of Physical Perfection later on.
Let me know what you all think of both the build above and this one.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Kinetic Melee
Secondary Power Set: Shield Defense
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Body Blow -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(3), KntkC'bat-Dmg/EndRdx/Rchg:35(9), KntkC'bat-Dmg/Rchg:35(13)
Level 1: Deflection -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(3), LkGmblr-Def/Rchg:50(7), LkGmblr-Def/EndRdx/Rchg:50(13), S'fstPrt-ResDam/Def+:30(34), ResDam-I:50(36)
Level 2: Battle Agility -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(5), LkGmblr-Def/EndRdx/Rchg:50(7), LkGmblr-Rchg+:50(15)
Level 4: Smashing Blow -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Acc/Dmg/EndRdx:40(9), T'Death-Dmg/EndRdx/Rchg:40(15), T'Death-Dmg/Rchg:40(29), T'Death-Dam%:40(34)
Level 6: True Grit -- Heal-I:50(A), Heal-I:50(11), ResDam-I:50(21), ResDam-I:50(23), RgnTis-Regen+:30(37)
Level 8: Hover -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(19), LkGmblr-Def/Rchg:50(23), LkGmblr-Rchg+:50(37), Zephyr-Travel/EndRdx:50(39), Zephyr-Travel:50(39)
Level 10: Active Defense -- RechRdx-I:50(A), RechRdx-I:50(11)
Level 12: Swift -- Flight-I:50(A)
Level 14: Fly -- Winter-ResSlow:50(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx:50(50)
Level 16: Health -- Mrcl-Heal:40(A), Mrcl-Rcvry+:40(17), Numna-Heal:50(17), Numna-Regen/Rcvry+:50(19)
Level 18: Maneuvers -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx/Rchg:50(29), LkGmblr-Rchg+:50(31)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(21)
Level 22: Phalanx Fighting -- LkGmblr-Rchg+:50(A)
Level 24: Stealth -- LkGmblr-Def/EndRdx:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx/Rchg:50(33), LkGmblr-Rchg+:50(34)
Level 26: Focused Burst -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(27), Thundr-Acc/Dmg/EndRdx:50(27), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 28: Against All Odds -- EndRdx-I:50(A)
Level 30: Burst -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(31), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dmg/Rchg:50(42), Sciroc-Acc/Rchg:50(46)
Level 32: Concentrated Strike -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33), Mako-Acc/EndRdx/Rchg:50(42), Mako-Dmg/Rchg:50(46), Mako-Dam%:50(48)
Level 35: Shield Charge -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(36), Sciroc-Dmg/Rchg:50(36), Sciroc-Acc/Dmg/EndRdx:50(37), Sciroc-Acc/Rchg:50(40), RechRdx-I:50(42)
Level 38: Grant Cover -- EndRdx-I:50(A)
Level 41: Focused Accuracy -- GSFC-ToHit/EndRdx:50(A), GSFC-Rchg/EndRdx:50(43), GSFC-ToHit/Rchg/EndRdx:50(43), GSFC-ToHit:50(43), GSFC-ToHit/Rchg:50(46), GSFC-Build%:50(48)
Level 44: Laser Beam Eyes -- ShldBrk-Acc/DefDeb:30(A), ShldBrk-DefDeb/EndRdx/Rchg:30(45), ShldBrk-DefDeb:30(45), ShldBrk-Acc/EndRdx/Rchg:30(45), ShldBrk-Acc/Rchg:30(48), ShldBrk-%Dam:30(50)
Level 47: Physical Perfection -- EndMod-I:50(A), EndMod-I:50(50)
Level 49: Power Siphon -- RechRdx-I:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 2: Ninja Run
------------
Set Bonus Totals:- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 11.4% Defense(Smashing)
- 11.4% Defense(Lethal)
- 8.63% Defense(Fire)
- 8.63% Defense(Cold)
- 10.5% Defense(Energy)
- 10.5% Defense(Negative)
- 3% Defense(Psionic)
- 14.3% Defense(Melee)
- 14.3% Defense(Ranged)
- 14.3% Defense(AoE)
- 63% Enhancement(Accuracy)
- 37.5% Enhancement(RechargeTime)
- 9% FlySpeed
- 179.9 HP (12%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Confused) 2.5%
- MezResist(Held) 8.55%
- MezResist(Immobilize) 11.3%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 2.5%
- MezResist(Terrorized) 2.5%
- 9.5% (0.16 End/sec) Recovery
- 62% (3.88 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5% Resistance(Cold)
- 6.25% Resistance(Negative)
- 9% RunSpeed
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It seems Mid's is treating the chance for build up proc in Focused Accuracy as if it is always on.
It's throwing off the damage and accuracy numbers.
Mid's also treats the chance for damage procs like they work every time too.
Is there any way I can fix this on Mid's? -
Alignment merits also make slotting so much easier now that every non-purple recipe is available for only 1-2 a-merits.
That means it will take you only 2-4 days for each recipe if you only have one character running tips and morality missions. If you have more characters the speed increases dramatically.
2 characters = 2 recipes in 2-4 days
3 characters = 3 recipes in 2-4 days
etc....
You can also use a-merits for salvage for those recipes since you'll likely need to buy that, but I prefer usign the reward merits I no longer spend on random rolls or all the AE tickets for the necessary rare/expensive salvage.
It has become a lot easier to build using the most expensive stuff, if still somewhat time-consuming. -
Quote:You forgot one....Fighting psi cops with no defense and only resistance. Say bye to Recharge.
Fighting Circle Ghosts with no defense and only resistance. Say bye to tohit.
Fighting Blue Ink Tsoo with no defense and only resistance. Say bye to damage and speed.
Fighting a large number of Malta with no defense, only resistance. Say bye to Stamina and chain protection breaking through your passive immunities.
Vastly superior. There is a reason everyone D caps.
Fighting sappers with no defense and only resistance? say bye to all your endurance and hello to holds then the floor. :P
The only archetypes that can counter that either have endurance drain resistance or have click mez protection that doesn't detoggle with endurance drain.
The only click mez protection comes from defense based sets such as shields and super reflexes.
Sure, click mez protection is susceptible to slows, but there are ways to mitigate that and they don't happen if the attack misses anyway.
I say defense is a little above resistance because of the ease of capping it and the benefits while all forms of defense are best when used together because the benefits cover the holes the other forms of defense have. -
Quote:I hate those powers because they leave you almost dead and pretty much helpless when they run out.Power Surge for ELA
Unstoppable for INV
I'm pretty sure Fire can cap to Fire and ELA can cap to Energy.
It's not impossible.
It's especially not good for a brute when you can't keep going to keep exploiting fury.
I would rather go with my peacebringer in dwarf form who has about 60% resistance to all but psionic when solo, which tends to get capped on teams due to Cosmic Balance, but even that isn't so great because the damage has so far been horrible.
I know I barely have any sets slotted in him, but I don't really want to slot him anymore because of the cost in damage of higher resistance.
My peacebringer is pretty much relegated to -1x1 tip/morality soloing and team only.
I would never go with stone/granite after playing a peacebringer that has no debuffs associated with the survivability.